#ifndef WORLD_H
#define WORLD_H
const float World_Size_X = 5120; const float World_Size_Y = 5120;
const float Game_Start_X =  500; const float Game_Start_Y =  500;
const float Game_End_X   = 4596; const float Game_End_Y   = 4596; 
float Camera_X     = World_Size_X/2; float Camera_Y     = World_Size_Y/2;

//This is the world coordinate of the cursor location. This is what will be used to draw the transformed cursor position
float Scene2_CursorX, Scene2_CursorY, Scene2_PrevCurX, Scene2_PrevCurY;

//Hmm, perhaps the game can be done through the addition of "Props", a normal background layer, 
//then added on with other layers of terrain and objects
//Rendering of Prop adjusted for world coordinates and camera position. If the camera is not looking at the object, it will not be rendered.
void Render_Prop(hgeSprite* Sprite, float X, float Y, float rot, float X_scale, float Y_scale = -1)
{
 X = X - Camera_X + Screen_Width/2;
 Y = Y - Camera_Y + Screen_Height/2;
 Sprite->Render(X, Y);
}
#endif
